What Marvel character are you hoping for? (post movesets)

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  • TJLTTJLT Posts: 8 Just Dropped In
    edited September 6


    Bullseye (Punisher MAX)

    4 Star (Legendary)

    Maniacal Survey 8

    Before confronting his enemies, Bullseye must understand the way they think to reveal their weaknesses. Create a 1-turn Purple Repeater tile that generates 1 Blue AP and Stuns Bullseye every turn. While it exists, Bullseye cannot be targeted and matches in the enemy’s strongest color create a Strike tile with 86 strength. This power becomes Better Watch Out.

    Level Upgrades:

    Level 2: Generate 2 Blue AP every turn.

    Level 3: Steal 2 Blue AP every turn. If the enemy has no Blue AP, generate it. Create Strike tiles with 91 strength.

    Level 4: Create fortified Repeater tile. Create 106 Strike tiles.

    Level 5: Steal 3 Blue AP every turn. Whenever enemy makes a match in their strongest color, create 2 Strike tiles with 86 strength.

    Better Watch Out 8

    With full understanding of his victims, Bullseye sets a trap they cannot walk out alive. This power’s color is the enemy’s strongest color. Change Bullseye Repeater tile into a basic tile. Destroy 1 enemy Protect tile. This power becomes Maniacal Survey.

    (PASSIVE) When you have 30 Blue AP fire that power automatically.

    Level Upgrades:

    Level 2: Destroy 2 enemy Protect tiles.

    Level 3: Destroy 3 enemy Protect tiles. This power costs 7 AP.

    Level 4: Destroy 4 enemy Protect tiles. This power costs 6 AP.

    Level 5: Destroy all enemy Protect tiles, removing Fortified from them first.

      Best Man at Worst Things 0

    (PASSIVE) For a man with literal target tattooed on his forehead, Bullseye managed to live surprisingly long, and there’s a good reason for it. When Bullseye receives more than 1053 damage while Stunned, he recovers from being Stunned, destroys 2 random Attack, Protect or Strike tiles and deals 1074 damage. If Bullseye Repeater tile is present, destroy it as well, dealing 568 additional damage.

    Level Upgrades:

    Level 2: 868 damage required. Deal 1386 damage.

    Level 3: 673 damage required. Destroy 3 random Attack, Protect or Strike tiles. Deal 1698 damage and 738 damage for the Repeater tile.

    Level 4: 498 damage required. Destroy enemy tiles first. Deal 1920 damage.

    Level 5: Works every time Bullseye is damaged while Stunned. Destroy 5 enemy Attack, Protect or Strike tiles. Deal 2504 damage and 1114 damage for the Repeater tile.

    View to Kill 12

    Bullseye takes aim at the target, waiting for a moment to finish everything in one shot. Create a 3-Turn Countdown tile that sets Bullseye Invisible, creates one Attack tile with 71 strength each turn and deals 2591 damage, then removes up to 3 Strike tiles, dealing 258 damage for each tile removed. If it’s matched away by the enemy (but not destroyed), Bullseye still manages to land a shot, dealing half of the damage.

    Level Upgrades:

    Level 2: Create Strike tiles with 92 strength. Deal 3479 damage plus 346 damage for each Strike tile removed.

    Level 3: Create Strike tiles with 113 strength. Remove 4 Strike tiles and deal 5367 damage plus 434 damage for each Strike tile removed.

    Level 4: Create Fortified Countdown tile. Create Strike tiles with 134 strength. Deal 7253 damage plus 522 damage for each Strike tile removed.

    Level 5: Create Strike tiles with 208 strength. Remove up to 5 Strike tiles and deal 10068 damage plus 786 damage for each Strike tile removed.


  • TJLTTJLT Posts: 8 Just Dropped In
    edited September 10


    Maker (Ultimate Reed Richards)

      

    5 Star (Epic)

     Look on My Works 10

    Maker comes up with a new invention, lo and behold. Place a 2 Turn Blue Repeater tile that generates 1 AP in a color that is less needed to fire an ability (i.e. if you need 6 Red AP and have less than that, generate 1 Red AP an so on, if two abilities would require the same amount of AP to be fired, generate AP of the strongest color). This power becomes Volatile Design.

    Level Upgrades:

    Level 2: Generate 2 AP.

    Level 3: Place a 1 Turn Blue Repeater tile.

    Level 4: Choose a tile to become Blue Repeater tile.

    Level 5: Choose a tile to become Repeater tile.

      Volatile Design 0

    (PASSIVE) If you have more than 10 AP in any color Maker's device overloads. Turn Maker Repeater tile into 3 Turn Fortified Countdown tile that generates 1 AP every 2 turns and deals 668 damage to you and target enemy. If Maker matches the Fortified tile he performs quick repairs, increasing current countdown by 1 and Fortifying it again. If Maker matches it away he salvages most valuable parts, generating 4 Blue AP.

    If the Maker Repeater or Countdown tile is destroyed this power becomes Look on My Works.

    Level Upgrades:

    Level 2: Generate 2 AP and deal 866 damage.

    Level 3: Generate AP every turn and deal 1068 damage. Raise AP limit to 11.

    Level 4: If Maker matches the tile away, generate 7 Blue AP. Deal 2070 damage.

    Level 5: Raise AP limit to 12. When you have less than 12 AP, remove Fortified from Countdown tile and turn it into Repeater tile.

     Get Rid of Them 10

    Paired with his intellect, Maker’s flexible body makes him an unpredictable combatant. Swap two columns.

    Level Upgrades:

    Level 2: Fortify any friendly Attack, Protect or Strike tiles swapped before matching any and improve them by 62.

    Level 3: If enemy special tiles are matched after the swap, destroy 2 enemy AP in their color for each tile matched.

    Level 4: If you make a 5 Match or greater Stun the target enemy for 2 Turns.

    Level 5: Reduce the strength of enemy Attack, Protect or Strike tiles to 1 after swapping them.

     Merciless Mind 10

    The enemies came up with a plan to stop Maker — too bad he’s already predicted all their moves! Convert enemy Repeater or Countdown tile into a friendly Countdown tile that creates a trap tile. Whenever enemy fires an ability, negate it and destroy the trap tile.

    (PASSIVE) If no Maker trap tiles present, whenever enemy ability would deal damage create a 69 strength Protect tile first, and if enemy ability would heal or give burst of health create an 69 strength Strike tile. Whenever enemy passive ability triggers, create a 69 strength Attack tile.

    Level Upgrades:

    Level 2: If no special enemy tiles present, create 2 trap tiles. Create 138 strength tiles.

    Level 3: Whenever converted Countdown tile goes off, create 2 trap tiles. Create 207 strength tiles.

    Level 4: Converted tiles retain their original effect. Create 278 strength tiles.

    Level 5: Converted tiles go off immediately. Increase strength of tiles. Create 347 strength tiles.


  • TJLTTJLT Posts: 8 Just Dropped In
    edited October 2


    Blue Marvel (Adam Brashear)

      

    5 Star (Epic)

     Antimatter Surge  7

    Blue Marvel releases a wave of antimatter that annihilates all the matter it comes in contact with. Drain Black AP and destroy 1enemy AP in random color for every Black AP drained. Deal 88 damage for every drained and destroyed AP.

    (PASSIVE) Blue Marvel takes 10% less damage from abilities.

    Level Upgrades:

    Level 2: Deal 110 damage. Take 20% less damage from abilities.

    Level 3: Deal 132 damage. Costs 6 AP to fire.

    Level 4: Deal 154 damage. Take 30% less damage from abilities.

    Level 5: Deal 200 damage. Costs 5 AP to fire. Restore 176 health for every Yellow AP destroyed.

     Matters at Hand  0

    (PASSIVE) Adam uses his outstanding intellect to devise a solution that changes the dire situation in his favor. At the start of the turn, drain 3 Blue AP and remove 1 enemy Attack, Protect or Strike tile.

    Level Upgrades:

    Level 2: Increase enemy Repeater and Countdown tile activation time by 1 (to a maximum of four for Repeater tiles).

    Level 3: Decrease friendly Repeater and Countdown tile activation time by 1 (to a minimum of one).

    Level 4: Drain 2 Blue AP, remove 2 enemy Attack, Protect, Strike or Trap tiles.

    Level 5: Increase 2 enemy Repeater and Countdown tile activation time and decrease it for 2 friendly Repeater and Countdown tiles.

     Negative Gateway  12

    Blue Marvel opens a bridge to the Negative Zone, drawing power from there but putting those unprotected in danger. Create a Vortex tile that doesn’t fall and can only be matched away or destroyed by Blue Marvel. While it’s on board it increases Blue Marvel’s match damage by 50%, generates 1 Black AP every turn and deals 176 damage to Blue Marvel’s allies. Whenever anyone except Blue Marvel matches the Vortex, they receive 880 damage.

    (PASSIVE) If you have an equal amount of Black and Yellow AP or more Black and YellowAP than the enemy team, the Vortex collapses, dealing 1760 damage to everyone.

    Level Upgrades:

    Level 2: Match damage increased by 75%. Deal 264 damage to allies, 1060 damage to those who match the Vortex and 2040 on collapse.

    Level 3: Match damage increased by 100%. Generate 2 Black AP each turn. Deal 356/1240/2320 damage.

    Level 4: Deal 444/1420/2600 damage.

    Level 5: Match damage increased by 150%. Generate 3 Black AP each turn. Deal 503/1700/3500 damage.


  • TJLTTJLT Posts: 8 Just Dropped In


    Omega Red (Arkady Rossovich)

    4 Star (Legendary)

     Red and Mean  10

    Omega Red ensnares his enemies with carbonadium tentacles, rendering them helpless while draining their life force. Create a 3 Turn Red Countdown tile that, while on the desk, stuns 2 enemies, creates a 46 strength Attack tile each turn and heals Omega Red for 203 health. If you match the Countdown tile, Omega Red slams the captives into the ground, dealing 668 damage.

    (PASSIVE) While this tile is on board, send Omega Red in front.

    Level Upgrades:

    Level 2: Create a 68 strength Attack tile, heal 271 health and deal 871 damage.

    Level 3: Create a 100 strength Attack tile, heal 339 health and deal 1074 damage.

    Level 4: Create 4 Turn Red Countdown tile, two 122 strength Attack tile, heal 407 health and deal 1277 damage.

    Level 5: Fortify Countdown tile, create two 168 strength Attack tile, heal 646 health and deal 2064 damage.

     Pheromone Fiend 10 

    Omega Red death spores pose a constant threat both to his enemies and desperate allies. Creare a 3 Turn Blue Countdown tile that Fortifies a friendly Attack tile each turn. While the Countdown tile is on board, Attack tiles damage the entire enemy team.

    (PASSIVE) Whenever you match a Fortified Attack tile, deal damage to allies equal to the tile strength and create a copy of that tile. Matches that involve Attack tiles ignore enemy Protect tiles and damage reduction.

    While this tile is on board, send Omega Red in front.

    Level Upgrades:

    Level 2: No changes.

    Level 3: Fortify 2 friendly Attack tiles.

    Level 4: Create a 4 Turn Blue Countdown tile.

    Level 5: Fortify Countdown tile and 3 friendly Attack tiles.

     I am the End  0

    (PASSIVE) Omega Red uses the stolen life force to heal his wounds and presses with new assault onto the exhausted enemies. If you down the enemy while Omega Red Countdown tile is on board give him a burst of 5% of the downed enemy total health, a damage reduction of 10% and drain all AP in this enemy strongest color. Damage reduction accumulates.

    Omega Red receives no damage from Attack tiles, instead dealing the same damage to a random ally. If all allies are down, he receives damage as normal.

    Level Upgrades:

    Level 2: Give a burst of 10% of the total health and a damage reduction of 15%.

    Level 3: Give a burst of 15% of the total health and a damage reduction of 15%.

    Level 4: Give a burst of 20% of the total health and a damage reduction of 25%.

    Level 5: When you down the enemy give a burst of 25% of the total health and a damage reduction of 25%.


  • TJLTTJLT Posts: 8 Just Dropped In


    Beetle (Abner Jenkins)

      

    3 Star (Rare)

     Buzzing Assault  9

    The Beetle takes his opponent in the sky, continuing the fight on his terms. Send Beetle and target enemy Airborne for 2 turns and destroy one basic tile in the target’s colors, dealing 38 damage for each tile destroyed. If the target is stunned while sent Airborne, create a 56 strength Strike tile for each turn the target is stunned.

    (PASSIVE) Attack tiles damage one Airborne or Stunned enemies in addition with damaging the target.

    Level Upgrades:

    Level 2: Deal 56 damage and create 68 strength Strike tiles.

    Level 3: Send characters Airborne for 3 turns, deal 74 damage and create 80 strength Strike tiles.

    Level 4: Deal 96 damage.

    Level 5: Deal 142 damage and create 168 strength Strike tiles.

     Electro-bite  7

    The Beetle discharges his gloves, stunning enemy for 1 turn and dealing 508 damage. If the enemy is already stunned, increase stun duration by 1 and destroy 1 AP in this enemy’s strongest color instead.

    Level Upgrades:

    Level 2: Deal 712 damage.

    Level 3: Deal 916 damage and destroy 1 AP in the enemy’s two strongest colors.

    Level 4: Stun enemy for 2 turns and deal 1120 damage.

    Level 5: Deal 1543 damage and destroy 1 AP in the enemy’s three strongest colors. This power costs 6 AP.

     Combat Inventiveness  9 AP

    The suit tactical visor with natural quick-thinking grant Jenkins a superb control over the field. Convert two enemy Attack, Protect or Strike tiles into basic tiles, healing Beetle for titles strength, and send him Airborne for 1 turn.

    (PASSIVE) While the Beetle is Airborne, new falling tiles in the corner columns are 36 strength Attack tiles.

    Whenever a Critical tile appears on the enemy turn, fire this power at no cost.

    Level Upgrades:

    Level 2: Send Beetle airborne for 2 Turns. Convert 3 enemy Attack, Protect or Strike tiles.

    Level 3: Convert friendly tiles. Attack tiles appear at 48 strength.

    Level 4: Either convert 3 Attack, Protect or Strike tiles or one enemy Countdown or Repeater tile, healing 1500 health for them. Attack tiles appear at 58 strength.

    Level 5: Convert friendly Countdown and Repeater tiles, healing 2000 health. Attack tiles appear at 68 strength. This power costs 8 AP.


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